using System;
using System.Collections;
using System.Collections.Generic;
using QFramework;
using UnityEditor;
using UnityEngine;

namespace ProjectindieFarm
{
    public class Global
    {
        public static BindableProperty<int> Days = new BindableProperty<int>(1);
        public static BindableProperty<int> FruitCount = new BindableProperty<int>(0);

        public static BindableProperty<string> CurrentTool = new BindableProperty<string>(Constant.TOOL_HAND);
        public static  player Player= null ;

    }
    public class Constant
    {
        public const String TOOL_HAND = "hand";
        public const String TOOL_SHOVEL = "shovel";
        public const String TOOL_SEED = "seed";
        public const String TOOL_WATERING_SCAN = "watering_scan";


        public static string DisplayName(string tool)
        {
            switch(tool)
            {
                case TOOL_HAND:
                    return "手";
                case TOOL_SHOVEL:
                    return "铁锹";
                case TOOL_SEED:
                    return "种子";
                case TOOL_WATERING_SCAN:
                    return "花洒";
            }

            return string.Empty;
        }


    }




}


